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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. I like your avatar. What do you mean by this? Cavalry can hunt. Thanks for your support. We're trying!
  2. A couple blasts from the past... Alpha 1 and Alpha 3 videos from fans:
  3. Also solves the whole "we need infinite resources" thing.
  4. I'd still like to have some custom rock formations made for that map.
  5. This could be the basis for a new "Neareastern Badlands" map.
  6. Maybe someone can translate to English for us?
  7. Whatever we end up doing, I think we should focus on one service, at least at first, so that the community can remain intact.
  8. Why do you say there is a trouble with random maps in multiplayer?
  9. Sounds good to me. A variation upon a skirmish map would be to have set enemies, while allowing Player 1 or whoever to choose their own faction. We could play with this idea a lot.
  10. Looks good. I'd go ahead and add it to the repository real quick if I were you.
  11. I could also see a 'check box' option in Atlas in the resources panel to allow the game host to decide the number of resources (map settings, standard, high, death match, etc.).
  12. Make the highlands polar or alpine, and the valleys a tropic biome, like the Pubjab map, and you can call this 'Shangri La" or Shambala.
  13. Alright, so we can have sorts for: Custom Scenarios: Everything is set by the designer, including start-points and factions for all players."Melee Maps"(?) Where the map is created by a designer, and the start points placed by the designer, but the players or game host can choose where players start* and what factions they want to play.Random Maps: Random map scripts. *Optional feature. Does that sound about right?
  14. Yep. One of the (good, IMHO) ideas we've had was to have some kind of generic object place-able in Atlas that represents a "player start point" so that custom maps can be played like random maps. Using the old 'settlement' object is as good an object as any to use. I endorse the idea wholeheartedly. It allows us to use generic random maps, while allowing for more detailed and hand-designed custom maps to be usable like random maps. EDIT: But just to be clear--Death Canyon was never meant to be a mockup for a random map. Also, what's so difficult about the Gambia River random map as spec'd?
  15. I think this is a great map. I think it can be closer to the description though: http://www.wildfiregames.com/forum/index.php?showtopic=15562&st=0#rhinemarshlands I also think it can use a lot more fauna: Sheep, horses, more deer, bears, boar, and maybe a couple of wolves.
  16. Indeed. The player rarely actually needs to rotate the buildings in-game, so adding an additional click is redundant for most cases. The only reason to add a double-click method is to make the current walls work, and that's an issue that will go away once we implement a real wall system, so there's no real need to add the double-click method.
  17. This one isn't as bad as most, since it has relatively few trees. There seems to be places nearby for buildings. But yeah, a comprehensive solution for all maps should be sought.
  18. The main issue is with wall placement. There will be a new wall placement system in the future, so it will be all good.
  19. Use the [ and ] keys for fine-tuning the rotation of buildings.
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